Updates to the Website & MB

News from the admin relating to developments in the roleplay, changes to the web site, etc

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Re: Updates to the Website & MB

Postby miyuka on Wed Mar 13, 2019 7:37 am

Change to the Arcana sphere's Mirror image spell:

Mirror Image:
Level required: 10
Class required: Mage
Casting method: ranmagatk
Defending method: other

Description: An illusion spell devised by a mage who was practiced in the art of deception, this spell enables the caster to create a small group of identical versions of himself to confuse and distract his enemies. Upon casting, the images all act independent of the true mage, all going through the motions of casting spells, throwing darts and the like to keep the mage's enemies confused and distracted.

:MECHANICS: For every three slots in this spell, the caster creates a mirror image of himself that reacts however the caster chooses. Utilizing a form of Dimension Door, the spell also deposits the caster in a random location in the same room as his Mirror Images as they come into being. Only by attacking the images are they dispelled. Each time the caster is attacked, the attacker rolls a dice with the same number sides as Mirror Images+caster. Thus, if the caster has five Mirror Images, then the attacker rolls a 1d6. On a roll of 1, the attacker has located the real caster and damage is rolled normally. A hit to the caster does not dispel the remaining illusions. If the opponent rolls any other number but 1, then one Mirror Image is dispelled and the caster is still hidden. Those under the effects of the blind spell or naturally blind are unaffected by the mechanics of this spell. Closing one's eyes or having heightened senses does not negate the mechanics of this spell and additionally due to the way the mirror images mimic the caster's attacks it is impossible to figure out which image is the caster whenever the defender is attacked and/or injured by the caster. This spell can only be used once per battle. Cannot be cast while Illusional Person is in effect.

If the caster and illusions are in range when an Area of Effect spell or ability is cast, the caster rolls the appropriate defense and all illusions are dispelled immediately.

Multi-target spells or abilities can be used to take out more than one Mirror Image per turn unless their mechanics state otherwise. The attacker still needs to roll the 1d(illusions and caster) to see if a caster or copy is hit with each attack of the multi-target ability.


Mostly the same save for the fact that this spell may now only be used once per combat as well as having proper rulings on how to react in a multi-target or AOE situation with the spell up. Also note that getting hit no longer removes all the illusions. Each time an illusion is hit, you lose one until there are no more. If ou are hit while illusions are up, then you take damage or are affected as per normal rules but don't lose any illusions. Please leave any comments or concerns within the questions section of the MB, do not need this post getting bogged down with various post.
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Re: Updates to the Website & MB

Postby Naomh on Thu May 02, 2019 8:12 pm

Updates to the magic page viewtopic.php?p=146737#p146737 , Paladins viewtopic.php?p=140966#p140966 , Priest(ess) viewtopic.php?p=146545#p146545 , on the website have finally been implemented, you may needs to refresh the page in your browser to see these changes.

Additionally: Faes have had an oversight corrected on their race write-up, noting that they have an aversion to violence and killing
Just as their Goddess, Her, Fae are non violent and while capable of using spells, will go out of their way to keep from killing should combat ever be initiated upon them. A fae can fight in self defense, but to initiate combat and try to bring actual harm or death to another person goes beyond a Fae's mindset and capability.


The size for pixies in small form has been tweaked, from between 12 and 18 inches down to 2 and 12 inches.
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Re: Updates to the Website & MB

Postby Naomh on Tue May 14, 2019 11:37 pm

The sitemap has been updated, all links should now keep https (encrypted) connections, but more noticably to most of you the advanced classes and magi (class) has been put on the list. https://belariath.com/info/sitemap.html - If there are any broken links, or links you feel are missing do please let us know. Remember: to see changes on the majority of the web site's pages one needs to refresh the page first.
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Re: Updates to the Website & MB

Postby Stormbringer on Wed May 15, 2019 8:18 pm

Big thanks to Naomh for taking this work on. Now I can concentrate on my main job of delegation.
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Charm’d magic casements, opening on the foam
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Check your baggage at the door and bring some magic through your
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Re: Updates to the Website & MB

Postby miyuka on Sat May 18, 2019 2:08 pm

Shimmering armour has had a major change:

Shimmering Armor:
Level required: 10
Class required: Mage

Casting method: other
Defending method: other

Description: Mage X3

This spell creates a shimmering suit of body tight armor that appears to be made out of some rare metal, such as mithril, that protects the caster from damage that may otherwise have passed through the rest of their defenses.

Mechanics: The caster is granted an additional 1% before mods to any physical defense roll for every slot invested in the casting, lasting up to 10 rounds. In addition, for every 5 slots invested the caster takes one less damage, up to 3, from any damage roll that is the result of a failed physical defense roll. Shimmering Armor can only be used once in any given combat scene. Stamina cost is standard. Shimmering armor does not stack with the spell Physical armor.

Note that it does not stack with Phys armour spell. It gives defense but without mods and also has the effect of being able to absorb damage but can only be used once per combat scene. A mage must be a bit more tactical in choosing how they want to bolster his or her phy defense as well as when.
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Re: Updates to the Website & MB

Postby miyuka on Mon Sep 02, 2019 6:09 pm

The Magus Sphere (Magi only) spell Energy slap has been updated to also have a ranged magical attack portion to it for low level magi in need of a ranged magical option. Note that it has no bonus effects.

Energy Slap:
Race required: Magi
Casting method: other
Defending method: other

Description: It's not unknown for the Magi to be quick in a battle situation. Their very nature seems almost restless at times and tends to make them edgy enough to be more then self-aware of their surroundings. As such, they are also quick spell slingers when the need arises. Gathering the energy around them, the Magi can reform it, shape it into a glove like shape about his slender fingers and then reach out to slap his opposition and leave them shaken upon the floor. The magi can also choose to gather this energy and fling it at an opponent much like a standard bolt spell.

:MECHANICS: The Magi needs only to call out the words of this spell, energy builds and forms about the hand of the caster. This is a typical !clomagatk vs !clomagdef that takes the opponents armour into account. The damage is a normal !damage roll, plus 1 extra point of raw energy damage for every five slots put into this spell to a maximum of + 3 damage at 15 slots. If the magi chooses to use this as a ranged spell instead then it is a normal !ranmagatk vs !ranmagdef roll with no extra damage bonus should the attack hit.
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Re: Updates to the Website & MB

Postby Naomh on Mon Sep 02, 2019 7:03 pm

The Knight class mechanical disadvantage has been adjusted, now to benefit from the class's advantage one can have either a shield, or metal armour (accounting for racial restrictions), you no longer need both.

Strength of Word and Steel
A Knight is well experienced in the ways of war, often observing their master as an apprentice (or Squire). During this time they can see first hand the ways of "lesser" combatants and the error of their ways. Those without the best armor, or faithless in word or deed often meet their downfall ignobly, and are considered anathema to the way of the knight. A Knight can wear whatever armor they desire, but they can only put their faith in a material as strong as their word. As such, Honor's Aegis will only be in effect if the Knight is using a shield, or if the rest of their armor (head, arms/hands, torso and leg/foot slots) is made of metal. The only two exceptions are the gambeson, which is necessary for wearing heavy armor, and would not function properly if made of metal, - and those races who cannot wear full body armor in metal because of racial restrictions, but must wear partial metal pieces where allowed.
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Re: Updates to the Website & MB

Postby miyuka on Sat Nov 09, 2019 1:22 am

Change/update to the Healing sphere spells Shield of Healing waters and the Illusion sphere spell Illusional person:

Shield of Healing Waters:
Level required: 5
Class required: Healer
Casting method: other
Defending method: none

Description: Water as we all know, is the giver of life. It gives our bodies the drive to continue, cleanses a wound and calms even the most savage beast. The Healer taps into the healing sources of this wondrous natural element and calls it upon themselves. A soft blue hue surrounds the healer, the calming wave of it giving the Healer a more secure knowledge that they are protected both from physical and magical forces.

:MECHANICS: This spell takes one full round to cast at standard stamina cost of 1 stamina per slot put into the spell. Upon completion this spell grants the caster +1 to both physical and magical defenses for every 3 slots put into the spell, reaching a maximum of +5 at 15 slots with a duration of 1 round for every 2 slots put in, capping out at 8 rounds at 15 slots. This spell will stack with other defensive spells and enchantments.



Illusional Person:
Level required: 2
Class required: Magi, Mage, Entertainer, Bard
Casting method: other
Defending method: none
Description: Class restrictions: Bard, Entertainer, Mage, Magi . X1

By use of this spell a caster can create a basic type of humanoid that can look as they wish, or make it look as a twin to the caster. This illusion has no sound whatsoever just the appearance.


:MECHANICS: When cast outside of battle this spell last for the scene, allowing the soundless illusions to move as the caster sees fit to enhance a performance or perhaps to distract and fool others into thinking they are real. At level 10 the caster can make one extra illusion for a total of 2.

When Cast in combat the caster can use the soundless illusions to confuse an opponent when attacking, giving the caster a bonus to any close attack roll of 1% for every slot invested to a max of 10%. At level 10 a second image can be created giving the caster a 2% bonus to any close attack roll per slot up to a maximum of 20% at 10 slots. The spell lasts for 1 round every three slots and can only be cast once per combat scene. Does not affect an opponent that is magically or naturally blinded. Cannot be cast along side Mirror Image. Only the caster themselves benefit from the bonus even if certain things use their stats, like a necromancer's minion or a firemage's Elemental.
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Re: Updates to the Website & MB

Postby Naomh on Thu Apr 09, 2020 11:14 am

Updates applied to the Vulpine race:



Tweak made to the Enchanments page:

  • Mention of defense enchantment on some mithril armours removed: No pieces of armour comes pre-enchanted with +DEF
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Re: Updates to the Website & MB

Postby Naomh on Sun Aug 23, 2020 10:10 pm

Made a tweak to some server files that will now force-redirect you from http (non-encrypted) to https(encrypted) connections. While I'm not expecting any issues I am posting this here as a heads up to everyone, just in case, and should any of you see in your url 'http://belariath.com/pageYouAreOnHere' instead of https://, do please let me know so I can fix it as soon as possible after refreshing the page to make certain your browser isn't operating from cache.
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Re: Updates to the Website & MB

Postby Naomh on Fri Aug 28, 2020 12:42 am

And the unexpected did happen. Spell spheres were failing to load formatting for their pages and was just black text on a white screen. This should be corrected now, and should you find any other pages that have this issue do please let me know.
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Re: Updates to the Website & MB

Postby Naomh on Tue Nov 24, 2020 4:51 am

A collection of small random tweaks:

  • Updated character development page to properly list where permanent stat potions are sold and removed mention of temporary stat potions.
  • Goblin stats on the race page now matches the stats in the database
  • REB info page has gotten several updates for clarification on mortgages, where your money goes in a repossession, how many plots you can own in other regions and removed mention of slaves being allowed to own land.

Remember that you may need to refresh the page to properly see any changes and updates.
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Re: Updates to the Website & MB

Postby Naomh on Thu Dec 17, 2020 2:45 pm

The Torian race page has been updated.

Most notable changes done to the race is the addition of the thief class, of which they will be added to the DB soon. 'Cream' coloured wings being replaced by hues of browns as well as common beliefs on why the non-white colours are good/bad, and properly listed (dis)advantages.

Most of their smaller racial quirks, such as keen eyesight, have been moved to the 'characteristics' section.

As usual, you may need to refresh the page to see the changes done.

https://belariath.com/races/torian/intro.html
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Re: Updates to the Website & MB

Postby Naomh on Sat Jan 02, 2021 5:26 am

A huge thank you to Ehlanna for her help with this one.

Weapon price list has been updated so all weapons now have proper descriptions. While this primarily covers descriptions a few weapons have seen slightly more in-depth changes:

  • War Scythe has been changed to Bardiche, with a note in the description that it can work as a stand-in for similar weapons that go by different names.
  • Spears have gotten a similar note, partisans, ranseurs, javelins, etc... all fall under the 'spear' weapon.
  • Glaive has been made into a goblin racial weapon, now the greenskins have a propah choppa to cut down and rip up da 'umies.
  • Elven Warbow also faces proper restrictions on who can acquire themselves one.
  • In the process of this update, the basic Staff was made into a starting weapon.
  • All starting weapons should be properly noted down as such as well.

There are probably more that I have missed, so to find them yourselves and to see the new weapon descriptions, check out the weapon price listing here:https://belariath.com/php/arms/weapon.php
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Re: Updates to the Website & MB

Postby Naomh on Thu Jan 21, 2021 5:37 pm

The command list for Desdaemona has been updated!

Due to the extent of changes the update will be hosted on a temporary page for review and critique, error catching and general feedback before replacing the current page fully.

Link to the temporary page here: https://belariath.com/info/rphelp/desNew.html
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